Lix Lorn
2011-01-21, 05:05 AM
Antithesis
Of course you can’t kill me. I don’t exist. Soon enough, neither will you.
An Antithesis is a being that draw on nothingness, taking it into themselves and using it to fuel their various powers. Reality itself seems to prefer to pretend they don’t exist-and they find it rather easy to make their enemies stop existing. Their unique status gives them several abilities that twist the laws of magic and existence. Unlike many forms of magic, they require no subtle movements (Unless the Antithesis enjoys melodrama), and therefore are unaffected by armour. Many Antitheses use this strength to suit up in a full harness of armour and get into the middle of the combat.
Abilities: An Antithesis has put themself outside of reality, existing purely on the power of their own spirits. This willpower is best represented with Charisma, which fuels most of their abilities. Most of their abilities require an attack roll, making Strength an important secondary concern. Of course, Dexterity and Constitution are also of some importance, allowing them to serve as a ranged combatant, or to increase their survivability.
Role: An Antithesis is a powerful short range fighter, with some supporting abilities. In a desperate situation, they can serve as a healer or a ranged fighter.
Background: An Antithesis is most commonly the result of a great deal of personal study, and an excessive amount of belief in one’s ability to remain themself.
Organization: While an Antithesis can sometimes get on in a mage’s guild or even a military group, the only places where they truly fit in is with adventurers, who are regularly as strange or even stranger.
Alignment: A willingness to use the power of nothingness is commonly a more neutral ideal on the good-evil axis, while it tends to appeal to either of the two extremes of chaotic and lawful-taking in the power of emptiness is either a reckless and spontaneous decision, or one thought through carefully. As with all things, however, there are exceptions.
Races: Humans, with their infinite variety, make of most of the Antitheses. Other than them, long lived races are more likely to have both the curiosity and the knowledge to attempt to become such a being.
Religion: An individual Antithesis has little reason to have different beliefs than they would have otherwise. Some claim that the powers of nothingness render religion unnecessary, but an equally large number believe that it merely makes it more important. Notable indeed is the worship of the deity Tharizdun, who some claim is the origin of their power.
Other Classes: The Antithesis appears strange to most magical classes, their nature rendering them completely wrong to their eyes. Druid’s in particular consider them an abomination, and one who is willing to befriend them is as rare as a Druidic necromancer.
Adaptation: Most abilities could be replaced with negative energy damage to avoid the references to nothingness, although a power increase would be necessary to compensate for the commonality of methods to avoid this damage.
Hit Die: d8
Starting Gold: As Cleric
Class Features
Class Skills: The Antithesis' class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Listen (Wis), Knowledge (The Planes) (Int), Move Silently (Dex), Perform (Cha) Spot (Wis), Tumble (Dex)
Skill Points at First Level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fast Movement
1st
+0
+0
+0
+2
Annihilating Touch, Annihilate
--
2nd
+1
+0
+0
+3
Beyond Reality
--
3rd
+2
+1
+1
+3
Void Strength
--
4th
+3
+1
+1
+4
Annihilating Blade
--
5th
+3
+1
+1
+4
Speed of the Nonexistant
+10'
6th
+4
+2
+2
+5
Bolt of Nothing
+10'
7th
+5
+2
+2
+5
Universal Persistence
+10'
8th
+6/+1
+2
+2
+6
Energised Annihilation
+10'
9th
+6/+1
+3
+3
+6
Channeled Void
+10'
10th
+7/+2
+3
+3
+7
Tremendous Speed
+20'
11th
+8/+3
+3
+3
+7
Void Overload
+20'
12th
+9/+4
+4
+4
+8
Far Beyond Reality
+20'
13th
+9/+4
+4
+4
+8
Nothing-Storm
+20'
14th
+10/+5
+4
+4
+9
Greater Persistence
+20'
15th
+11/+6/+1
+5
+5
+9
Spirit Link
+30'
16th
+12/+7/+2
+5
+5
+10
Void Burn
+30'
17th
+12/+7/+2
+5
+5
+10
Knowledge Annihilation
+30'
18th
+13/+8/+3
+6
+6
+11
Unreality
+30'
19th
+14/+9/+4
+6
+6
+11
Permanence
+30'
20th
+15/+10/+5
+6
+6
+12
Eradicate
+40'
Weapon and Armour Proficiencies: An Antithesis is proficient with all simple weapons, and up to one martial weapon of their choice. They are also proficient in light, medium, and heavy armour, plus shields, including Tower Shields.
Annihilating Touch, Annihilating Blade, Bolt of Nothing (Su):
A weapon? Ha. Like I need one.
An Antithesis can, as a normal attack action, make a Melee touch attack a number of times per encounter equal to their Charisma bonus. If it hits, this attack deals 1d4 untyped damage per class level, plus the Antithesis’ charisma bonus. This attack ignores object hardness.
This attack can be used as the weapon in a sunder attack using all the normal rules.
A creature slain by any form of Annihilating Touch is completely destroyed, leaving no remains. They cannot be returned to life with any method short of True Resurrection, or several chained Wishes.
Although, it certainly wouldn’t hurt. Me, anyway.
At 4th level, an Antithesis gains the ability to channel the power of their Annihilating Touch through a melee weapon. If they choose to, they make a normal melee attack and that attack deals its normal damage plus the damage and effects of Annihilating Touch.
Or I could just remove you from here.
At 6th level, and Antithesis can project this nothingness at range. They may use their Annihilating Touch attack as a ranged touch attack, with range equal to five foot per class level. Alternatively, they may channel the damage through a ranged weapon, with the same rules as for a melee weapon.
Annihilate (Ex):
You’re going to kill me? Trust me on this... not a good idea.
When an Antithesis is slain, the nothingness within them expands outwards in an explosion of soundless emptiness. All living things within 5 foot per two class levels are caught by the wave, although they are entitled to a reflex save for half damage. Everything that fails this save takes 1d3 untyped damage for each hit die they possess.
As a side effect of this ability, an Antithesis cannot be raised from death by any method short of True Resurrection, or several chained Wishes.
Beyond Reality, Far Beyond Reality (Su):
Next you’re going to try and mess with my head. Idiot.
An Antithesis of at least 2nd level is strange and confusing to normal beings. They gain a morale bonus to resist any mind affecting effect equal to half their class level.
Oh, I felt something there. A failure that bad must chafe.
At 12th level, they become immune to mind affecting effects, unless it is caused by a creature with at least twice their hit dice, or by a character with at least two levels of Antithesis.
Void Strength (Ex):
Besides. You? Kill me? Not even in your dreams.
As a side effect of the power of nothingness that runs through them, an Antithesis of 3rd level or higher is very difficult to kill. They gain a bonus on all saving throws which would automatically result in their death on a failed save equal to their class level divided by four. In addition, they are immune to massive damage, and do not die from HP damage until their life total reaches (-10 – Class level - Cha bonus)
If an Antithesis is targeted by a mind affecting spell that will cause them to die on a failed save, the bonuses from Void Strength and Beyond Reality stack.
Speed of the Nonexistant, Tremendous Speed (Ex):
I mean, you couldn’t catch me without the entire military of the plane helping you.
The Anthithesis' bond with nothing allows them to resist fundamental laws. At this level, they can move with impossible speed. An Antithesis of at least 5th level gains +10 to each of their move speeds. This increases by another ten feet at each fifth level thereafter, as seen in the 'fast movement' column.
And even then I really do doubt it.
In addition, at 10th level, they gain their charisma modifier as a morale bonus to their reflex save and initiative. This speed also allows them to chain attacks together smoothly. Whenever they hit with an unarmed strike or the melee touch attack granted by the Annihilating Touch ability, they may immediately attempt to trip their opponent, or start a grapple. This will not provoke an attack of opportunity.
Universal Persistance (Su):
Hey, look! You actually cut me! It’s three inches long, two, one all gone!
An Antithesis of at least 7th level is healed by the energies within them, which are unwilling to allow a powerful host to fall. While under half their total hit points, they gain Fast Healing equal to half their class level.
In addition, they age at half the normal rate. (All age categories are doubled in size, as is the maximum age)
And now I foresee an attempt at removing a limb. Look, for your ego’s sake, don’t try it.
At 14th level, an Antithesis also gains Regeneration equal to half their class level. They are dealt lethal damage by psionic and magical powers, weapons and spells, as well as adamantium. The Fast Healing from 7th level does not stack with this ability to heal nonlethal damage faster, but does continue to heal even magical damage. In addition, they cease to age. They still die when their (Doubled from Universal Persistance) maximum age is reached.
Energised Annihilation (Su):
You realise, this is getting pretty dull. Maybe I’ll set you on fire...
An Antithesis of 8th level can fundamentally change their void energies, creating powerful manifesations of more traditional destructive power. Of course, they use the ability to form something from nothing only to destroy. They can use any form of their Annihilating Touch ability to deal fire, electricity, acid or cold damage. If they do, then each die of damage is replaced by 2d4.
Alternatively, they may deal subdual, Negative or Positive energy damage. (In this case, either negative or positive energy can be used to heal or harm any given creature.) If they do, each die of damage is replaced by a d8.
Finally, they may choose to deal force damage. If they do, then each die is increased in size to a d6.
If an opponent is slain by an Energised Annihilating Touch, they are not removed from existence. A normal Resurrection, Raise Dead or Reincarnate spell is enough to return them to life.
Channeled Void (Su):
...aww, I feel sorry for you. Give me a hug...
At 9th level, an Antithesis can force a huge amount of energy into a grappled enemies system. Any opponent grappled can be targeted as a Swift Action. They must make a Fortitude save with DC equal to 10 + half the Antithesis’ class level. If they fail, they take damage equal to twice the number of damage dice dealt by the Antithesis’ Annihilating Touch ability. If they pass, they take half this damage.
This ability takes up one use of the Antithesis' Annihilating Touch ability.
Void Overload (Su):
I really don't understand you. That’s why I’m about to destroy you utterly and completely!
At 11th level, an Antithesis begins to fully understand what they are doing. They may ‘supercharge’ their Annihilating Touch attack by using more than one of their per encounter uses in a single attack. (This remains a single attack action.) However, this causes a dangerous mental backlash. They deal damage to the target as if they were hit with more than one use of the attack, but the Antithesis takes charisma burn equal to the number of uses of Annihilating Touch used in the attack.
(If using Energised Annihilation to deal fire, electricity, acid or cold damage, treat each 2d4 as a single die)
Nothing-Storm (Su):
Well... dodge this then!
At 13th level, an Antithesis can use their annihilating touch attacks as a cone or burst attack. If so, their range is halved, for a cone, or divided by four, for a burst. Every target within the range is dealt damage, but is entitled to a reflex save for half damage.
Using this ability deals two points of charisma burn to the user.
This ability can be combined with Void Overload and/or Energised Annihilation.
Spirit-Link (Su):
Awah, you’re dying? I’m still bored... okay, let me just heal you up quick...
An Antithesis of at least 15th level can absorb other people’s injuries by reaching out with ‘nothing’ and drawing in ‘something’. They claim that this makes perfect sense.
Treat this as a melee touch attack if the subject is unwilling, but otherwise it works automatically. They regain health equal to the amount of damage that you would deal with your Annihilating Touch. You take nonlethal damage equal to this amount. (Which will be regenerated due to your Universal Persistence class feature)
Void Burn (Su):
That’s better! Now... don’t want you to be able to fight back too well...
A 16th level Antithesis can use their anti-power to weaken their enemies, sometimes permanently. They may give up dice of the untyped damage dealt by Annihilating Touch to deal ability damage. For each four dice of damage given up this way, they take 1d2 ability damage to one stat of your choice. They may take a Fortitude save with DC equal to 10 + half your class level + your Charisma Modifier to negate this damage. If they fail, then they must take another save after a day has passed with the same DC. If this is failed, the damage becomes Ability Drain instead, but if passed the damage goes away.
If any dice of normal damage remain, they can be exchanged with Energised Annihilation or used for damage as normal.
Knowledge Annihilation (Su):
I’ve had fun today, haven’t you? Maybe if I burn away everything that defines you, you’ll consider joining me.
A 17th level Antithesis can destroy their opponents very memories and skills. This works much like Void Burn, but is an exchange of 6d4 untyped damage for 1d2 negative levels. The fortitude save to avoid these negative levels is equal to 10 + half your class level + your Charisma Modifier. The same DC is used to stop these levels from becoming permanent after 24 hours.
Unreality (Ex):
After all, you never had a chance, really. The laws of nature themselves prostrate themselves before me.
An 18th level Antithesis is treated as an Outsider as well as a member of their original race. Any future racial hitdie use the Outsider rules, and they gain Darkvison, do not need to eat or sleep (Although they still can) and, if they somehow die without the Annihilation ability activating, still require an effect such as True Resurrection to return to life.
In addition, they gain DR 5/-, and double their natural healing rate for ability damage and burn.
They are considered native to no planes, and always possess the Extraplanar subtype.
(A Dismissal effect or anything that would send it to it's home plane sends it to a random plane.)
Permanence (Ex):
For a start, I’m a fixed point. I will always be.
A 19th level Antithesis is only barely connected to the universe she once belonged to. Bonded with the Nothingness that she takes power from, a death for her is essentially final, beyond even magic... unless something binds her to the world.
Some create an amulet, a cage, or some iconic item, similar in nature to a Lich's phylactery, and with the same monetary cost and toughness. Others form a shrine to themselves. Either way, it is known as the Antithesis' Fetter.
An Antithesis of this level will never die from old age, regardless of whether they have a Fetter. (They already do not age, due to Universal Persistence). In addition, as long as their pseudo-phylactery exists, whenever they are killed in any method, they will be resurrected after exactly one week as per the spell True Resurrection, However, they lose a level as per a normal resurrection spell. If their phylactery is destroyed, no effect is capable of bringing them back at all, ever.
However, a friendly being can create a new phylactery dedicated to them, although they would need extensive knowledge of them, such as that of a family member, adventuring companion, or lover. If they do so, the Antithesis does NOT immediately return to life, but is once again a valid target for True Resurrection.
Antithesis vary in their approach to death, and the oblivion that awaits them. Some fear the ultimate ending that they drain the power of, the end of all life and the lack of all things, and seek to prolong their life in any way possible. Some embrace it, believing that nothing is better than being one with nothing.
Eradicate (Su):
...and I could always just have done this.
A 20th level Antithesis can channel all of their power into a single strike. Once per encounter, as a full round action, they can make either a ranged or melee touch attack. If this attack hits, the target must make a Fortitude and a Will Save, each with a DC equal to 10 + half the Antithesis’ class level plus their Charisma modifier. If both saves are failed, they suffer damage equal to the Antithesis' class level multiplied by her charisma modifier. A creature destroyed this way is utterly obliterated, meaning that they require the equivalent of a True Resurrection spell to return to life. If one save is made, the attack deals damage equal to the Antithesis’ Annihilating Touch. If both are made, it deals damage equal to the Antithesis' class level.
* * *
I made this class for a contest some time ago, and finally got around to putting it here for help. Only DM I showed it to responded with 'no just no', so I think it reeeaally needs some help. So... help?
Of course you can’t kill me. I don’t exist. Soon enough, neither will you.
An Antithesis is a being that draw on nothingness, taking it into themselves and using it to fuel their various powers. Reality itself seems to prefer to pretend they don’t exist-and they find it rather easy to make their enemies stop existing. Their unique status gives them several abilities that twist the laws of magic and existence. Unlike many forms of magic, they require no subtle movements (Unless the Antithesis enjoys melodrama), and therefore are unaffected by armour. Many Antitheses use this strength to suit up in a full harness of armour and get into the middle of the combat.
Abilities: An Antithesis has put themself outside of reality, existing purely on the power of their own spirits. This willpower is best represented with Charisma, which fuels most of their abilities. Most of their abilities require an attack roll, making Strength an important secondary concern. Of course, Dexterity and Constitution are also of some importance, allowing them to serve as a ranged combatant, or to increase their survivability.
Role: An Antithesis is a powerful short range fighter, with some supporting abilities. In a desperate situation, they can serve as a healer or a ranged fighter.
Background: An Antithesis is most commonly the result of a great deal of personal study, and an excessive amount of belief in one’s ability to remain themself.
Organization: While an Antithesis can sometimes get on in a mage’s guild or even a military group, the only places where they truly fit in is with adventurers, who are regularly as strange or even stranger.
Alignment: A willingness to use the power of nothingness is commonly a more neutral ideal on the good-evil axis, while it tends to appeal to either of the two extremes of chaotic and lawful-taking in the power of emptiness is either a reckless and spontaneous decision, or one thought through carefully. As with all things, however, there are exceptions.
Races: Humans, with their infinite variety, make of most of the Antitheses. Other than them, long lived races are more likely to have both the curiosity and the knowledge to attempt to become such a being.
Religion: An individual Antithesis has little reason to have different beliefs than they would have otherwise. Some claim that the powers of nothingness render religion unnecessary, but an equally large number believe that it merely makes it more important. Notable indeed is the worship of the deity Tharizdun, who some claim is the origin of their power.
Other Classes: The Antithesis appears strange to most magical classes, their nature rendering them completely wrong to their eyes. Druid’s in particular consider them an abomination, and one who is willing to befriend them is as rare as a Druidic necromancer.
Adaptation: Most abilities could be replaced with negative energy damage to avoid the references to nothingness, although a power increase would be necessary to compensate for the commonality of methods to avoid this damage.
Hit Die: d8
Starting Gold: As Cleric
Class Features
Class Skills: The Antithesis' class skills (and the key ability for each skill) are: Balance (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Listen (Wis), Knowledge (The Planes) (Int), Move Silently (Dex), Perform (Cha) Spot (Wis), Tumble (Dex)
Skill Points at First Level: (4 + Int Modifier) x4
Skill Points at Each Additional Level: 4 + Int Modifier
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Fast Movement
1st
+0
+0
+0
+2
Annihilating Touch, Annihilate
--
2nd
+1
+0
+0
+3
Beyond Reality
--
3rd
+2
+1
+1
+3
Void Strength
--
4th
+3
+1
+1
+4
Annihilating Blade
--
5th
+3
+1
+1
+4
Speed of the Nonexistant
+10'
6th
+4
+2
+2
+5
Bolt of Nothing
+10'
7th
+5
+2
+2
+5
Universal Persistence
+10'
8th
+6/+1
+2
+2
+6
Energised Annihilation
+10'
9th
+6/+1
+3
+3
+6
Channeled Void
+10'
10th
+7/+2
+3
+3
+7
Tremendous Speed
+20'
11th
+8/+3
+3
+3
+7
Void Overload
+20'
12th
+9/+4
+4
+4
+8
Far Beyond Reality
+20'
13th
+9/+4
+4
+4
+8
Nothing-Storm
+20'
14th
+10/+5
+4
+4
+9
Greater Persistence
+20'
15th
+11/+6/+1
+5
+5
+9
Spirit Link
+30'
16th
+12/+7/+2
+5
+5
+10
Void Burn
+30'
17th
+12/+7/+2
+5
+5
+10
Knowledge Annihilation
+30'
18th
+13/+8/+3
+6
+6
+11
Unreality
+30'
19th
+14/+9/+4
+6
+6
+11
Permanence
+30'
20th
+15/+10/+5
+6
+6
+12
Eradicate
+40'
Weapon and Armour Proficiencies: An Antithesis is proficient with all simple weapons, and up to one martial weapon of their choice. They are also proficient in light, medium, and heavy armour, plus shields, including Tower Shields.
Annihilating Touch, Annihilating Blade, Bolt of Nothing (Su):
A weapon? Ha. Like I need one.
An Antithesis can, as a normal attack action, make a Melee touch attack a number of times per encounter equal to their Charisma bonus. If it hits, this attack deals 1d4 untyped damage per class level, plus the Antithesis’ charisma bonus. This attack ignores object hardness.
This attack can be used as the weapon in a sunder attack using all the normal rules.
A creature slain by any form of Annihilating Touch is completely destroyed, leaving no remains. They cannot be returned to life with any method short of True Resurrection, or several chained Wishes.
Although, it certainly wouldn’t hurt. Me, anyway.
At 4th level, an Antithesis gains the ability to channel the power of their Annihilating Touch through a melee weapon. If they choose to, they make a normal melee attack and that attack deals its normal damage plus the damage and effects of Annihilating Touch.
Or I could just remove you from here.
At 6th level, and Antithesis can project this nothingness at range. They may use their Annihilating Touch attack as a ranged touch attack, with range equal to five foot per class level. Alternatively, they may channel the damage through a ranged weapon, with the same rules as for a melee weapon.
Annihilate (Ex):
You’re going to kill me? Trust me on this... not a good idea.
When an Antithesis is slain, the nothingness within them expands outwards in an explosion of soundless emptiness. All living things within 5 foot per two class levels are caught by the wave, although they are entitled to a reflex save for half damage. Everything that fails this save takes 1d3 untyped damage for each hit die they possess.
As a side effect of this ability, an Antithesis cannot be raised from death by any method short of True Resurrection, or several chained Wishes.
Beyond Reality, Far Beyond Reality (Su):
Next you’re going to try and mess with my head. Idiot.
An Antithesis of at least 2nd level is strange and confusing to normal beings. They gain a morale bonus to resist any mind affecting effect equal to half their class level.
Oh, I felt something there. A failure that bad must chafe.
At 12th level, they become immune to mind affecting effects, unless it is caused by a creature with at least twice their hit dice, or by a character with at least two levels of Antithesis.
Void Strength (Ex):
Besides. You? Kill me? Not even in your dreams.
As a side effect of the power of nothingness that runs through them, an Antithesis of 3rd level or higher is very difficult to kill. They gain a bonus on all saving throws which would automatically result in their death on a failed save equal to their class level divided by four. In addition, they are immune to massive damage, and do not die from HP damage until their life total reaches (-10 – Class level - Cha bonus)
If an Antithesis is targeted by a mind affecting spell that will cause them to die on a failed save, the bonuses from Void Strength and Beyond Reality stack.
Speed of the Nonexistant, Tremendous Speed (Ex):
I mean, you couldn’t catch me without the entire military of the plane helping you.
The Anthithesis' bond with nothing allows them to resist fundamental laws. At this level, they can move with impossible speed. An Antithesis of at least 5th level gains +10 to each of their move speeds. This increases by another ten feet at each fifth level thereafter, as seen in the 'fast movement' column.
And even then I really do doubt it.
In addition, at 10th level, they gain their charisma modifier as a morale bonus to their reflex save and initiative. This speed also allows them to chain attacks together smoothly. Whenever they hit with an unarmed strike or the melee touch attack granted by the Annihilating Touch ability, they may immediately attempt to trip their opponent, or start a grapple. This will not provoke an attack of opportunity.
Universal Persistance (Su):
Hey, look! You actually cut me! It’s three inches long, two, one all gone!
An Antithesis of at least 7th level is healed by the energies within them, which are unwilling to allow a powerful host to fall. While under half their total hit points, they gain Fast Healing equal to half their class level.
In addition, they age at half the normal rate. (All age categories are doubled in size, as is the maximum age)
And now I foresee an attempt at removing a limb. Look, for your ego’s sake, don’t try it.
At 14th level, an Antithesis also gains Regeneration equal to half their class level. They are dealt lethal damage by psionic and magical powers, weapons and spells, as well as adamantium. The Fast Healing from 7th level does not stack with this ability to heal nonlethal damage faster, but does continue to heal even magical damage. In addition, they cease to age. They still die when their (Doubled from Universal Persistance) maximum age is reached.
Energised Annihilation (Su):
You realise, this is getting pretty dull. Maybe I’ll set you on fire...
An Antithesis of 8th level can fundamentally change their void energies, creating powerful manifesations of more traditional destructive power. Of course, they use the ability to form something from nothing only to destroy. They can use any form of their Annihilating Touch ability to deal fire, electricity, acid or cold damage. If they do, then each die of damage is replaced by 2d4.
Alternatively, they may deal subdual, Negative or Positive energy damage. (In this case, either negative or positive energy can be used to heal or harm any given creature.) If they do, each die of damage is replaced by a d8.
Finally, they may choose to deal force damage. If they do, then each die is increased in size to a d6.
If an opponent is slain by an Energised Annihilating Touch, they are not removed from existence. A normal Resurrection, Raise Dead or Reincarnate spell is enough to return them to life.
Channeled Void (Su):
...aww, I feel sorry for you. Give me a hug...
At 9th level, an Antithesis can force a huge amount of energy into a grappled enemies system. Any opponent grappled can be targeted as a Swift Action. They must make a Fortitude save with DC equal to 10 + half the Antithesis’ class level. If they fail, they take damage equal to twice the number of damage dice dealt by the Antithesis’ Annihilating Touch ability. If they pass, they take half this damage.
This ability takes up one use of the Antithesis' Annihilating Touch ability.
Void Overload (Su):
I really don't understand you. That’s why I’m about to destroy you utterly and completely!
At 11th level, an Antithesis begins to fully understand what they are doing. They may ‘supercharge’ their Annihilating Touch attack by using more than one of their per encounter uses in a single attack. (This remains a single attack action.) However, this causes a dangerous mental backlash. They deal damage to the target as if they were hit with more than one use of the attack, but the Antithesis takes charisma burn equal to the number of uses of Annihilating Touch used in the attack.
(If using Energised Annihilation to deal fire, electricity, acid or cold damage, treat each 2d4 as a single die)
Nothing-Storm (Su):
Well... dodge this then!
At 13th level, an Antithesis can use their annihilating touch attacks as a cone or burst attack. If so, their range is halved, for a cone, or divided by four, for a burst. Every target within the range is dealt damage, but is entitled to a reflex save for half damage.
Using this ability deals two points of charisma burn to the user.
This ability can be combined with Void Overload and/or Energised Annihilation.
Spirit-Link (Su):
Awah, you’re dying? I’m still bored... okay, let me just heal you up quick...
An Antithesis of at least 15th level can absorb other people’s injuries by reaching out with ‘nothing’ and drawing in ‘something’. They claim that this makes perfect sense.
Treat this as a melee touch attack if the subject is unwilling, but otherwise it works automatically. They regain health equal to the amount of damage that you would deal with your Annihilating Touch. You take nonlethal damage equal to this amount. (Which will be regenerated due to your Universal Persistence class feature)
Void Burn (Su):
That’s better! Now... don’t want you to be able to fight back too well...
A 16th level Antithesis can use their anti-power to weaken their enemies, sometimes permanently. They may give up dice of the untyped damage dealt by Annihilating Touch to deal ability damage. For each four dice of damage given up this way, they take 1d2 ability damage to one stat of your choice. They may take a Fortitude save with DC equal to 10 + half your class level + your Charisma Modifier to negate this damage. If they fail, then they must take another save after a day has passed with the same DC. If this is failed, the damage becomes Ability Drain instead, but if passed the damage goes away.
If any dice of normal damage remain, they can be exchanged with Energised Annihilation or used for damage as normal.
Knowledge Annihilation (Su):
I’ve had fun today, haven’t you? Maybe if I burn away everything that defines you, you’ll consider joining me.
A 17th level Antithesis can destroy their opponents very memories and skills. This works much like Void Burn, but is an exchange of 6d4 untyped damage for 1d2 negative levels. The fortitude save to avoid these negative levels is equal to 10 + half your class level + your Charisma Modifier. The same DC is used to stop these levels from becoming permanent after 24 hours.
Unreality (Ex):
After all, you never had a chance, really. The laws of nature themselves prostrate themselves before me.
An 18th level Antithesis is treated as an Outsider as well as a member of their original race. Any future racial hitdie use the Outsider rules, and they gain Darkvison, do not need to eat or sleep (Although they still can) and, if they somehow die without the Annihilation ability activating, still require an effect such as True Resurrection to return to life.
In addition, they gain DR 5/-, and double their natural healing rate for ability damage and burn.
They are considered native to no planes, and always possess the Extraplanar subtype.
(A Dismissal effect or anything that would send it to it's home plane sends it to a random plane.)
Permanence (Ex):
For a start, I’m a fixed point. I will always be.
A 19th level Antithesis is only barely connected to the universe she once belonged to. Bonded with the Nothingness that she takes power from, a death for her is essentially final, beyond even magic... unless something binds her to the world.
Some create an amulet, a cage, or some iconic item, similar in nature to a Lich's phylactery, and with the same monetary cost and toughness. Others form a shrine to themselves. Either way, it is known as the Antithesis' Fetter.
An Antithesis of this level will never die from old age, regardless of whether they have a Fetter. (They already do not age, due to Universal Persistence). In addition, as long as their pseudo-phylactery exists, whenever they are killed in any method, they will be resurrected after exactly one week as per the spell True Resurrection, However, they lose a level as per a normal resurrection spell. If their phylactery is destroyed, no effect is capable of bringing them back at all, ever.
However, a friendly being can create a new phylactery dedicated to them, although they would need extensive knowledge of them, such as that of a family member, adventuring companion, or lover. If they do so, the Antithesis does NOT immediately return to life, but is once again a valid target for True Resurrection.
Antithesis vary in their approach to death, and the oblivion that awaits them. Some fear the ultimate ending that they drain the power of, the end of all life and the lack of all things, and seek to prolong their life in any way possible. Some embrace it, believing that nothing is better than being one with nothing.
Eradicate (Su):
...and I could always just have done this.
A 20th level Antithesis can channel all of their power into a single strike. Once per encounter, as a full round action, they can make either a ranged or melee touch attack. If this attack hits, the target must make a Fortitude and a Will Save, each with a DC equal to 10 + half the Antithesis’ class level plus their Charisma modifier. If both saves are failed, they suffer damage equal to the Antithesis' class level multiplied by her charisma modifier. A creature destroyed this way is utterly obliterated, meaning that they require the equivalent of a True Resurrection spell to return to life. If one save is made, the attack deals damage equal to the Antithesis’ Annihilating Touch. If both are made, it deals damage equal to the Antithesis' class level.
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I made this class for a contest some time ago, and finally got around to putting it here for help. Only DM I showed it to responded with 'no just no', so I think it reeeaally needs some help. So... help?